### Known Issues in 2019.3.13f1

*   2D: Entering / leaving Play mode results in long wait times when a specific prefab with Grid / Tilemap components is in the scene ([1240640](https://issuetracker.unity3d.com/issues/entering-slash-leaving-play-mode-results-in-long-wait-times-when-a-specific-prefab-with-grid-slash-tilemap-components-is-in-the-scene))
    
*   Asset Import Pipeline: Importing project freezes on 'Initial Asset Database Refresh' when there's a meta file containing big amount of user data ([1241933](https://issuetracker.unity3d.com/issues/importing-project-freezes-on-initial-asset-database-refresh-when-theres-a-meta-file-containing-big-amount-of-user-data))
    
*   Asset Importers: It is possible to select "None (Object)" from the Material list in Model Importer Material Editor and Apply it ([1243020](https://issuetracker.unity3d.com/issues/it-is-possible-to-select-none-object-from-the-material-list-in-model-importer-material-editor-and-apply-it))
    
*   Audio: Editor crashes on changing 'System Sample Rate' when Audio track preview is being played in Timeline window ([1232743](https://issuetracker.unity3d.com/issues/audio-editor-crashes-on-changing-system-sample-rate-when-audio-track-preview-is-being-played-in-timeline-window))
    
*   Audio: \[Windows\] Editor uses one CPU Logical Processor at 100% while the game is in Pause Mode ([1219619](https://issuetracker.unity3d.com/issues/editor-uses-one-cpu-logical-processor-at-100-percent-while-the-game-is-paused))
    
*   Deployment Management: \[Deployment\] For an unsaved scene when Graphics API is changed, Graphics API is switched even after closing API modified window ([1240813](https://issuetracker.unity3d.com/issues/deployment-for-an-unsaved-scene-when-graphics-api-is-changed-graphics-api-is-switched-even-after-closing-api-modified-window))
    
*   Global Illumination: Unity crashing when baking lights and generating light UV ([1118524](https://issuetracker.unity3d.com/issues/unity-crashing-when-baking-lights-and-generating-light-uv))
    
*   Global Illumination: \[OSX\]\[GPUPLM\]OS Kernel Panic crash with 'Thread may have been prematurely finalized' after baking the scene with AMD GPU ([1160419](https://issuetracker.unity3d.com/issues/osx-gpuplm-kernel-panic-slash-editor-crash-with-thread-may-have-been-prematurely-finalized-after-baking-the-scene-with-amd-gpu))
    
*   Global Illumination: \[PLM\] Baking stalls after disabling/enabling static gameobject ([1144403](https://issuetracker.unity3d.com/issues/plm-baking-stalls-after-disabling-slash-enabling-static-gameobject))
    
*   Global Illumination: \[macOS\] BugReporter doesn't get invoked when the project crashes ([1219458](https://issuetracker.unity3d.com/issues/macos-bugreporter-doesnt-get-invoked-when-the-project-crashes))
    
*   Global Illumination: gi::InitializeManagers() takes 0.6s during Editor startup ([1162775](https://issuetracker.unity3d.com/issues/gi-initializemanagers-takes-0-dot-4s-during-editor-startup))
    
*   Graphics - General: 'task.rasterData.vertexBuffer == NULL' errors when using a Particle System ([1226357](https://issuetracker.unity3d.com/issues/task-dot-rasterdata-dot-vertexbuffer-equals-equals-null-errors-when-using-a-particle-system))
    
*   Graphics - General: Mesh API calls causes slowdown in Play Mode ([1233944](https://issuetracker.unity3d.com/issues/mesh-api-calls-causes-slowdown-in-play-mode))
    
*   Graphics - General: \[Performance Regression\] AssetBundleLoadAllAssets - Load\_Prefabs\_AllAssets is significantly slower than 18.4 ([1203512](https://issuetracker.unity3d.com/issues/performance-regression-assetbundleloadallassets-load-prefabs-allassets-is-significantly-slower-than-18-dot-4))
    
*   Graphics - General: \[Performance Regression\] AssetBundleLoadSingleAssets : LoadAsync\_Prefabs\_SingleAssets is significantly slower than 18.4 ([1203511](https://issuetracker.unity3d.com/issues/assetbundleloadsingleassets-loadasync-prefabs-singleassets-is-significantly-slower-than-18-dot-4))
    
*   IAP: Disabling and re-enabling IAP in services window throws multiple errors about failing to find assemblies ([1193774](https://issuetracker.unity3d.com/issues/disabling-and-re-enabling-iap-in-services-window-throws-multiple-errors-about-failing-to-find-assemblies))
    
*   IAP: Unity purchasing gives error on project upgrade due to failing to find UnityEngine.UI assembly ([1193773](https://issuetracker.unity3d.com/issues/unity-purchasing-fails-to-load-due-to-failing-to-find-unityengine-dot-ui-assembly))
    
*   IMGUI: Editor crashes on StageUtility::IsGameObjectRenderedByCameraAndPartOfEditableScene when calling Undo.PerformUndo() method ([1242926](https://issuetracker.unity3d.com/issues/editor-crashes-on-stageutility-isgameobjectrenderedbycameraandpartofeditablescene-when-calling-undo-dot-performundo-method))
    
*   Linux: Editor freezes when capturing a Player snapshot through Memory Profiler ([1244421](https://issuetracker.unity3d.com/issues/linux-editor-freezes-when-capturing-a-player-snapshot-through-memory-profiler))
    
*   Linux: \[Editor\] Input.GetAxis("Mouse ScrollWheel") always returns 0 when Cursor.lockState is set to CursorLockMode.Locked ([1219781](https://issuetracker.unity3d.com/issues/linux-editor-input-dot-getaxis-mouse-scrollwheel-always-returns-0-when-cursor-dot-lockstate-is-set-to-cursorlockmode-dot-locked))
    
*   MacOS: Editor is leaking memory when Aura Camera component is attached to a GameObject in the scene and Aura preview is enabled ([1229502](https://issuetracker.unity3d.com/issues/macos-editor-is-leaking-memory-when-aura-camera-component-is-attached-to-a-gameobject-in-the-scene-and-aura-preview-is-enabled))
    
*   MacOS: \[HDRP\]\[macOS\] Unity crashes when changing Device to Use setting from Automatic to Intel GPU ([1242057](https://issuetracker.unity3d.com/issues/hdrp-macos-unity-crashes-when-changing-device-to-use-setting-from-automatic-to-intel-gpu))
    
*   MacOS: \[Mac\] Build support modules fail to install when downloading them using "Open Download Page" button in Builds Settings ([1219284](https://issuetracker.unity3d.com/issues/mac-build-support-modules-fail-to-install-when-downloading-them-using-open-download-page-button-in-builds-settings))
    
*   MacOS: \[macOS\] Editor crashes when trying to access audio capture devices ([1227607](https://issuetracker.unity3d.com/issues/macos-editor-crashes-when-trying-to-access-audio-capture-devices))
    
*   MacOS: \[macOS\] Mac crashes when opening the project with m\_APIs under WindowsStandaloneSupport with only integrated Iris GPU ([1232673](https://issuetracker.unity3d.com/issues/macos-mac-crashes-when-opening-the-project-with-m-apis-under-windowsstandalonesupport-with-only-integrated-iris-gpu))
    
*   Mobile: \[iOS\] Debug .pdb files are added to iOS release builds ([1232798](https://issuetracker.unity3d.com/issues/ios-debug-pdb-files-are-added-to-ios-release-builds))
    
*   OpenGL: Crash on BufferManagerGLES::AcquireBuffer when in Play Mode ([1230566](https://issuetracker.unity3d.com/issues/opengl-crash-on-buffermanagergles-acquirebuffer-when-in-play-mode))
    
*   Package: Errors are Constantly thrown when Active Input Handling is set to Input System Package ([1176974](https://issuetracker.unity3d.com/issues/urp-errors-are-constantly-thrown-when-active-input-handling-is-set-to-input-system-package))
    
*   Profiling: Missing Profiler.EndSample errors appear after switching profiling target ([1181306](https://issuetracker.unity3d.com/issues/missing-profiler-dot-endsample-errors-appear-after-switching-profiling-target))
    
*   Profiling: Standalone profiler doesn't draw properly ([1244345](https://issuetracker.unity3d.com/issues/standalone-profiler-doesnt-draw-properly))
    
*   Scene Management: Prefab Variant Transform fileId changes ([1238280](https://issuetracker.unity3d.com/issues/prefab-variant-transform-fileid-changes))
    
*   Scene Management: Prefabs lose their values if scripts are removed then reintroduced ([1216914](https://issuetracker.unity3d.com/issues/prefabs-lose-their-values-if-scripts-are-removed-then-reintroduced))
    
*   Themes: Components of a gameObject are not displayed in Inspector if its tag is deleted ([1240105](https://issuetracker.unity3d.com/issues/themes-components-of-a-gameobject-are-not-displayed-in-inspector-if-its-tag-is-deleted))
    
*   WebGL: Built project causes an uncaught abort exception when using dlopen() dynamic linking in Emscripten ([1192963](https://issuetracker.unity3d.com/issues/webgl-built-project-causes-an-uncaught-abort-exception-when-using-dlopen-dynamic-linking-in-emscripten))
    
*   WebGL: VideoPlayer is not rendered in WebGL builds when the video is loaded via URL ([1188316](https://issuetracker.unity3d.com/issues/webgl-videoplayer-is-not-rendered-in-webgl-builds-when-the-video-is-loaded-via-url))
    

### 2019.3.13f1 Release Notes

#### Fixes

*   Android: Fix Android keyboard not reporting LostFocus state correctly ([1229827](https://issuetracker.unity3d.com/issues/touching-outside-the-android-touch-keyboard-does-not-change-the-touchscreenkeyboard-status-to-done-or-canceled))
    
*   Asset Import: Fixed a crash that could occur when importing a prefab that references scripts from precompiled assemblies. ([1217707](https://issuetracker.unity3d.com/issues/editor-crashes-when-importing-prefab-referencing-scripts-from-precompiled-libraries))
    
*   Asset Import: Fixed excessive allocations during UTF-8 conversion ([1222373](https://issuetracker.unity3d.com/issues/assets-importer-gets-stuck-when-importing-a-txt-file-that-contains-binary))
    
*   Asset Import: Fixed issue where the object picker loses focus in the Model importer's remapped materials list after selecting 'none'.
    
*   Asset Pipeline: Build option BuildOptions.NoUniqueIdentifier caused crash when building player (1225525)
    
*   Asset Pipeline: Fix crash due to threading race issue with LoadAssetAsync and Unload called in the same frame. ([1228306](https://issuetracker.unity3d.com/issues/getpreloaddata-crash-when-loading-asset-bundles))
    
*   Editor: Fixed infinite loop that could could occur when loading corrupted prefab assets ([1216483](https://issuetracker.unity3d.com/issues/unity-leaks-memory-slash-crashes-when-trying-to-open-a-project-with-a-broken-prefab))
    
*   Editor: Fixed issue where whitespace was added in serialized text fields when a newline was directly followed by a single quote character (\\n') ([1228940](https://issuetracker.unity3d.com/issues/assets-serialization-system-automatically-inserts-spaces-after-an-apostrophe-as-the-first-character))
    
*   Editor: P/Invoke library name resolution is now more robust. (1226012)
    
*   Editor: Restored the behavior of FoldOut API. ([1213781](https://issuetracker.unity3d.com/issues/input-system-package-playerinput-component-events-menu-doesnt-expand-when-clicked-directly-on-the-arrow-icon))
    
*   Graphics: FrameDebugger + SRP Batcher memory leak fixed ([1194652](https://issuetracker.unity3d.com/issues/srp-internal-jobtempalloc-allocation-warnings-are-continuously-printed-in-the-console-when-selecting-frame-debugger-entries))
    
*   Graphics: Mipmaps requested to stream from script now works when there are only instantiated entity objects ([1232516](https://issuetracker.unity3d.com/issues/streaming-texture-is-not-working-when-there-are-only-instantiated-entity-objects))
    
*   Graphics: Vulkan: Fixes a potential crash issue when invalidating swapchain
    
*   IL2CPP: Allow inspection of NativeArray objects in the debugger. ([1215119](https://issuetracker.unity3d.com/issues/no-debug-information-for-nativearray-objects-available-when-debugging-il2cpp-builds))
    
*   IL2CPP: Correct set the value of by reference parameters in the caller for some generic virtual method call cases. ([1212919](https://issuetracker.unity3d.com/issues/il2cpp-incorrectly-boxes-values-when-using-generic-virtual-methods-on-structs))
    
*   IL2CPP: Correct sporadic lockups in async calls on ARM64 platforms. ([1199965](https://issuetracker.unity3d.com/issues/il2cpp-android-ios-httpclient-content-stream-freezes-with-no-error-in-arm64-devices))
    
*   IL2CPP: Generate less source code for managed debugging. ([1205136](https://issuetracker.unity3d.com/issues/ios-arm64-branch-out-of-range-747396072-max-is-plus-slash-128mb-xcode-error-when-building-development-build-with-script-debugging))
    
*   iOS: fixed crash on disconnecting external display ([1211991](https://issuetracker.unity3d.com/issues/ios-player-crashes-on-airplaydisconnectcrashmain-when-disconnecting-airplay))
    
*   Kernel: Fixed Assert "ManagedJobIndexPool ran out of indices" when running the Editor on CPUs with more than 64 hardware threads. ([1204885](https://issuetracker.unity3d.com/issues/managedjobindexpool-runs-out-of-indices-when-using-a-processor-with-a-large-amount-of-cores-crashes-on-exit))
    
*   macOS: Fixed issue where a system dialog pops up in batch mode after a previous crash. ([1183783](https://issuetracker.unity3d.com/issues/macos-manual-input-requiring-pop-up-appears-in-batch-mode-if-unity-didnt-close-properly-on-the-last-launch))
    
*   Player: Explicitly stopping games after test runs to ensure clean test environment.
    
*   Player: Fixed issue where output from Stadia commands were not printing stderr.
    
*   Profiler: Fix Unity hangs when Deep Profiling and Call Stacks are enabled on Linux ([918779](https://issuetracker.unity3d.com/issues/ubuntu-unity-hangs-when-deep-profiling-and-call-stacks-are-enabled))
    
*   Profiler: Fixed deep profiling shows the top layer function nested twice in the hierarchy (1225092)
    
*   Profiler: Fixed Profiler Timeline View not being able to visualize large frame which contains Asset Refresh workload (~15M samples) (1239676)
    
*   Profiler: Fixes case where total memory does not correspond to what the system shows (1169950)
    
*   Scripting: Fix Burst SharedStatic<T> to be initialized to zero after a domain reload.
    
*   Scripting: Fix warning being logged to console when adding a script with the same name as a component. ([1224238](https://issuetracker.unity3d.com/issues/a-warning-is-thrown-in-the-console-window-when-a-non-monobehaviour-script-is-added-to-the-project-with-a-name-of-a-component))
    
*   Scripting: Remove overwritten ReferenceOutputAssembly from project reference for Visual Studio project generation ([1243277](https://issuetracker.unity3d.com/issues/referenceoutputassembly-key-is-set-to-false-in-project-references))
    
*   Shaders: Fixed ShaderUtil.IsPassCompiled(), which was returning the state of passes in the first subshader, instead of the active subshader (1238973)
    
*   UI Elements: Fixed issue with editor dropdowns sometimes not reacting after first click until mouse has moved. ([1223087](https://issuetracker.unity3d.com/issues/profiler-any-dropdown-list-in-profiler-window-doesnt-expand-the-second-time-once-collapsed-until-the-mouse-cursor-is-moved))
    
*   Universal Windows Platform: calling into C# code will no longer crash the player before initializing Unity engine. (1200489)
    
*   Universal Windows Platform: fix building player when using Windows SDK versions 15063 or 16299. (1219134)
    

#### System Requirements

##### For development

**OS**: Windows 7 SP1+, 8, 10, 64-bit versions only; macOS 10.12+. (Server versions of Windows & OS X are not tested.)

**CPU**: SSE2 instruction set support.

**GPU**: Graphics card with DX10 (shader model 4.0) capabilities.

The rest mostly depends on the complexity of your projects.

###### Additional platform development requirements:

*   iOS: Mac computer running minimum macOS 10.12.6 and Xcode 9.4 or higher.
    
*   Android: Android SDK and Java Development Kit (JDK); IL2CPP scripting backend requires Android NDK.
    
*   Universal Windows Platform: Windows 10 (64-bit), Visual Studio 2015 with C++ Tools component or later and Windows 10 SDK
    

##### For running Unity games

Generally content developed with Unity can run pretty much everywhere. How well it runs is dependent on the complexity of your project. More detailed requirements:

*   Desktop:
    
    *   OS: Windows 7 SP1+, macOS 10.12+, Ubuntu 16.04+
    *   Graphics card with DX10 (shader model 4.0) capabilities.
    *   CPU: SSE2 instruction set support.
*   iOS player requires iOS 10.0 or higher.
    
*   Android: OS 4.4 or later; ARMv7 CPU with NEON support; OpenGL ES 2.0 or later.
    
*   WebGL: Any recent desktop version of Firefox, Chrome, Edge or Safari.
    
*   Universal Windows Platform: Windows 10 and a graphics card with DX10 (shader model 4.0) capabilities
    
*   Exported Android Gradle projects require Android Studio 3.4 and later to build